Indie Game Developers See Big Opportunity
An anonymous reader writes "BusinessWeek Online is running a story on the new opportunities indie game developers are finding in the casual games space. They also have a Q&A with one of Microsoft's gaming gurus." From the article: "Until recently, the market for electronic games was mainly young, male, and diehard. These days, a bigger, more age-diverse group that increasingly includes and women is joining in the fun, spending anywhere from a few minutes a day to long stretches on online poker or games such as Bejewelled, Tetris, and The Sims. As more people sign up for high-speed Internet access (almost 60% of the U.S. population now has access to broadband), the gaming experience -- both for games playable online, such as Bejewelled, and CD- or DVD-ROM titles with an online component, like The Sims -- has become more appealing. Casual gamers now make up about 1% of the $20.5 billion game-software market."
Take any retail industry. Make distribution costs sufficiently close to zero. Make unit cost close to zero.
Independent producers will grow like weeds. Add in the fact that the casual gamer market was underutilized... Profit!
"Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
Boys are still the big buyers and mom sometimes likes Tertis-like games. Making more Tertis-like games may bring in more money, but I don't think it'll be as big as they think. (But I've been wrong before, and as an indie type my self, I'd love to be!)
-Buddy of DoQ
I think a lot of us remember the days of the Atari 2600 where there were few sequels and mostly different (and sometimes weird) ideas. I felt that way about games until they started to become really commercialized in the late 90's and all we get now are rehashes because the big businesses are not willing to take risks and want steady incomes. Maybe we'll see some new games now.
as to why there seems to be more "casual" gamers.
1. More homes have PCs now. Do you really think that people are not going to take advantage of all the features of a PC?
2. There is little to no social stigma left to playing PC games.
3. Lack of time in our daily lives. (When you grow up and have a family you cant spend 8 hours a day 7 days a week playing your favorite games)
This shouldn't be surpriseing if anything the casual gamer market should continue growing.
M$ it's whats for diner!!!!!
"Characterized by a free flow of information, no barriers to entry, and a large number of buyers and sellers."
Except that there are barriers to entry (development costs -- like hiring a good designer & good developer). Still, much smaller barriers than in many other industries.
Also, a perfectly competitive market assumes that all products are equivalent, which is not the case here. So, some developers will realize a hefty profit (due to a better product) and some will realize losses. In the long run, extrapolated across all competitors, you are correct... but there is still a huge capacity for profit due to differences in the product.
"Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
Now: s/games/[books|music|any content you want]/ and think over the benefits of indie producers again.